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Originally posted by duke o' york
What happened to the NON rifle to the north of the Chinese continent?
The NONE rifle is still north of Cunaxa.
Zulus spent a turn in Commy, then back to Democracy; They have a couple more units lingering NW of us, but they don't seem to be much of a problem coming in one at a time.
Monk,
The freights are just soaking up a few shields for the next player -- there are also a couple of white things being built (again soaking up shields) waiting for a definitive call. I was hesitant to commit a major sway for military action when we're looking at cavalry vs rifles. When Artys come on line (we ARE researching Machine tools) then we can switch & complete those units.
Also, I think we may have one barracks per sector (East, Central & West) -- we'll probably want a couple each if we're going to engage before mobil warfare.
One port facility is underway in the west -- I think a vet cruiser or two may be enough to protect the partial boat chains toward the Zulu & China fronts.
As for who's next, it should be (Straybow) Ben Kenobi
Those with lower expectations face fewer disappointments
Thanks for the elaboration. And I agree. I felt you had missed discussing those choices and wanted to give you the opening to do so. The silver one IS demanded at Troy, BTW. Vet Artys!! That sounds very good indeed.
Yes, we have embassies with all but the Carts & Mongrols -- and there are boats (with a spy aboard) asea for them. Also have three other galleons with a spy aboard for utilitarian purposes...
Those with lower expectations face fewer disappointments
Maybe this is not possible for folk who are asking questions while at work, but having a look at the latest save would let you answer your own questions.
And BTW, there is a long standing embassy with the Carthfolk. The missing embassies are with the Mongols and the still hidden French. It's okay, OnS, I had to look it up. Senior moments being what they are...
I don't think that we ought to worry too much about the French as they have been losing cities to the Mongols, including some of their earlier ones. Of course this only makes our closer enemies stronger, but I agree that we ought to go after the Chinese first. They have some good cities, and some nice wonders that we could use against the other civs.
1872 AD Open save, look around. wWe have 19 cities and a passel of vet spies in Archimedes, waiting for Robotics. That's a while away. We could definitely get some science from internal trading. Our war economy is not great as well - we will end up selling barracks with Mobile Warfare which will come pretty soon. There is only one tech (Fundy, from the Carts) to steal, so not much for our spies to do. It looks like it is time to start rolling up somebody, and the Fat Chinese cities are a good candidate. We could use some War Engineers, too. I think we have enough spies.
So, Guns and Butter.
Tweak several cities to locally demanded Freights. Rush Port Facilities. Move spy away from Troy so we can bribe barb galleon after they land (will that be dangerous??) Press Enter.
1873 Barbs immolate as expected on our brave vet Alpine. Bribe Galleon for 102g. Embassy with Mongols. Mongols are at war with French, who we have not yet found. There will be time after we capture the UN... Try to rebuild local shipping lanes while we wait for our Navy to come on line
1874 Spanish and Zulus ally against us. Much tickling of builds. Hut: Gorgon's Lair
1875 Moved some freight. Re-establishing ship chain and building army.
1876 Chinese - offer 500g for war on Mongols - OK. [boy was this a blunder]
1877 Chinese develop Mobile Warfare. Let's Steal It! We do so.
1878 Argo Silver to Troy (d, 190) hmm, this was a bad strategy.
1879 Many Barracks,, and an airport in Troy. some open field fighting in the northwest. I hope somebody can win this!
1880 more exploration and open field fighting. It is clear that I have no plan. My 8 turns are done, and we are no better than before, though we have Mobile Warfare and a bunch of shiny new barracks. There are a bunch of fighters trying to defend our northwest flank, and a vet cruiser steaming toward Zululand. There are 3 port facilities and I built some ships from them. No BB is under construction as yet. Plato neede to have an engineer join it as soon as the railroads are done. The Athens Island is ready to start a total war effort. There is a crippled Zulu destroyer near Galen. I fear to go to war with the Chinese, our soon to be erstwhile allies, because I don't think we can hold the cities we capture. They have too much cash. Under the circs, a shipchain to take the fight to the NW seems better than to the SW, and it is workable.
Load 7 spies and an engineer on a transport in Archimedes. Sail to the NW and build a city on that offshore island near the Zulus (so that spies have a close place to rest)
Load another transport with 8 vet Armor
Probablys need a 3rd transport with spies.
In one monster turn:
Land spies and take out city walls in Hlobane, then occupy with Armor. (UN) Do that first so the Zulus can't force peace. Then do the same with Zimbabwe (Mike's). Use the UN to force peace so Zulus can't retake the cities.
Zulus could attack the spies in their brand-new city. With no defence then I wouldn't give them much hope against Zulu destroyers. Likewise the transports - thye will need protection I'd have thought, because the Zulus have ships in the general area, and we could get unlucky. Losing a transport is bad, but a full one would see you in the Institute for ages!
I like the plan overall though, but the Zulus will have to talk to us after we capture their cities to be able to force a peace with them. If we can guarantee taking a city then we should go for it, and maybe move on to Zimbabwe if the spies are not all killed by the destruction of Hlobane's walls, but don't overstretch. It will be better to have Hlobane safe than to have Hlobane and a badly battered Zimbabwe that we can't hold. A spy on the Zulu railroad would tell us all we need to know.
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